I find that if a single p file gets to around 50,000 polys it can cause kimera to show errors. That's only approximate though and i have sometimes been able to make it work with more but it varies greatly. I have even known a few instances where the limit is far less.

As of now I think only Wolfman and I have been doing similar projects. He did the Jenova Life/Death/Synthesis models and I've done the Hojo Life form. I've begun working on the Hojo Helletic model but have gotten tied up with some work stuff lately. Otherwise it's probably safe to say everything's fair game.

Your work looks pretty smooth, how much experience do you have in zBrush? It's been quite interesting for me to learn lol, the number of tools and possibilities are just endless. What's your general workflow? Modding FF7 can be a bit tricky, for instance all of your HD details will need to be added to the diffuse texture map. There doesn't seem to be a way to import normal maps. Leet found a method in Photoshop that takes care of this for us, but it takes some tweaking and trial and error.

Hey, well that's good news. I would like to work on some more interesting things lol, I picked some obscure monsters because I didn't think anyone was working on them. As I said I have around 2 years of Zbrush experience, Ive never modded FF7 directly but I have been involved in modding games such as Skyrim. I also know how to use polypaint and a little bit of Substance designer, but as far as I know all of the textures for FF7 have to be diffuse texture maps if im correct on that. In terms of the hd details, they are all mesh driven so it shouldn't be a problem importing them, but getting them to pop will be a bit harder with texture work.

Very cool, yeah you're definitely off to a promising start. Do you have a particular model you're interested in completing first? Yeah the detailing can be tricky. My best suggestion to maintain high poly detail is to also bake a normal map, it can be added to your diffuse later in Photoshop or gimp. There's also an older plugin for baking Materials into your diffuse map, which is really helpful. With the current version of zBrush it only works with a single material but it's better than just a flat colored texture. Feel free to ask any questions you may have about the actual FF7 modding process, there's quite a few knowledgeable members around who'd be happy to help.

Wow that looks awesome, and at 18k pretty impressive. Personally I disagree about the polycount. For field models that definitely makes sense considering how many models are loaded at one time (an entire towns worth of NPC's are loaded and walking around at once). However in battle at most you're looking at about maybe six enemies total, so 9-12 models total at any one time. With the fewer number of models on screen the game can certainly handle higher poly models. My Life Form model is about 60k, and I think I used a 2048 texture map (I think Wolfman's Jenova models are somewhere around there too). I'd say boss and summoning models can get this more lenient allowance since there's only one of them, and regular enemy models seem fine around 45-50k or so.